Strong opening there, going to be hard for me to punch through and stop the econ. Not sure if I should aim for growth or gunships here, but I think I’ll at least hit birds.
Might be a good idea to try using feathered Tiny Basilisks; they could safely bypass Water Elemental since it’s tech 0… though, they would still die to a Tower, so maybe better not to… at least, not without dedicated support, such as Favor + Tree. More immediately… it’s tempting to have Midori take the kill on Mad Man, but that feels like a trap. I need to consider whether Rook would midband to walk past and take the hero kill to rush Earthquake. With $7… he can buy a worker, midband, take the kill, maxband, and still have $1 left over… so yeah, I can’t let that happen. I could take the kill then midband Midori, however, that would still be a problem if he had Rambaster… or he could just pay to maxband outright, though that’d mean skipping a worker. Another issue to consider is that if I do use Moment’s Peace, I’ll have to defend against Rook’s midband using only heroes, meaning I’ll want at least 2 of them. So, I should aim for Basilisks first regardless.
Patrol:
Squad Leader: Bloodrage Ogre (3/2+A)
Elite: Nautical Dog (2/1)
Scavenger:
Technician: Mad Man (1/1)
Lookout:
Buildings:
Tech 1: 5
Units/Heroes:
Garus Rook (2/4)
Base: 20
Other:
Economy:
Workers: 7
Gold: 1
Hand: 4
Deck: 3
Discard: 0
Hand
Charge, Makeshift Rambaster, Scorch, Bombaster
Discard
Think
Pretty standard turn 2 here, develop my board, tech up, put good cards in my cycle. I think my aim is to hit tech 2 on curve and try to stick some stuff before he can respond properly.
Hmm, I literally cannot stop them from killing rook. How frustrating to whiff so poorly. Also, they can simply destroy my tech 2 with midori if they wish. However, if they do, I will play so much anti-air next turn that it would make a SAM site blush. And I will definitely have an ancient in my hand after that, so we’ll see what happens I suppose.
[spoiler]There were a lot of different potential lines for this turn.
I considered:
Walling with Arg
Moving treant with zane and stealing 2 gold
Killing verdant tree
Killing basilisk
Ultimately I decided that not giving away free levels while removing the very likely threat of moment’s peace was the best play I could make. I assume history will vindicate me.
Onwards, to growth.[/spoiler]
Walling up into balance. I don’t know what they’re going for, so I’ll just slap some stuff down to protect my ancient and prepare for a big swing. Moment’s peace could still be coming to ruin my day though.
Well, I grow. I probably have this one handily wrapped up, as even a moment’s peace probably can’t stop me. Probably. There is still potential to lose here, but even with a moment’s peace I still get to develop my board a lot, so it’s not a great loss.
Ok, I’ve looked it over. @Nekoatl, if instead of playing Mad Man to kill Basilisk, I instead play Calypso Vystari to patrol against Basilisk, would that change your turn 7? If yes, I’ll write out the full turn and hand redraw, etc.
Otherwise, we can assume I’ll still kill you on my turn 7, right?
Well that doesn’t involve killing the basilisk, because the vystari does not have haste. In that scenario, the vystari is patrolling to prevent the basilisk from killing my important backline stuff.